Game Info
Year
2004
Collection
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Description
Trench Wars; Wargaming the Western Front 1916-1918, is a simple set of miniature rules from Old Glory Corp. The system is very simple, and quite enjoyable. Covers basic squads, tanks, gas attacks, infantry and cavalry, as well as light artillery.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment:
pos 3 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–3 of 3
Video KmgVtsAE09I
Zilla Blitz Top 10 List at 1:45 sentiment: positive
video_pk 40862 · mention_pk 297923
Click to watch at 1:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Tells amazing stories
- Variety of events; avoids repetitive dice-rolling
- Exciting tension with patrols into no man's land
Cons
none
Thematic elements
- story-driven patrol actions and human drama
- World War I trenches; no man's land
- narrative-driven solitaire/solo-opponent war game
Comparison games
- The Hunters
- Silent Victory
- Western Front Ace
Mechanics (from transcript analysis)
- campaign structure — Five mission campaign with evolving scenarios
- Events — Events generate breadth and variety, shaping tension and outcomes
- Luck-based conflict resolution — Luck mechanics influence soldier actions and survival chances amidst events
- Scenario / Mission / Campaign Game — Five mission campaign with evolving scenarios
- Solo/ Patrol squad management — Each counter is an individual man; manage a 10-man squad with a narrative arc
- story-driven events — Events generate breadth and variety, shaping tension and outcomes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- You're building a planet. I mean, you're taking this barren planet of Mars and you're building cities and woods and oceans.
- you're basically trying to be the best terraformer of Mars.
- tells such amazing stories.
- The five mission campaign. You give each one of your soldiers a a name, so you're hanging on their lives.
- If you like things like The Hunters, Silent Victory, or Western Front Ace... beer and pretzels feel to it
References (from this video)
No references stored for this video.
Video GY927MJPrIk
Zilla Blitz Top 10 List at 11:12 sentiment: positive
video_pk 36645 · mention_pk 297895
Click to watch at 11:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Great narrative tension
- Strong campaign flow across missions
Cons
- Luck plays a role in artillery outcomes
Thematic elements
- tactical patrols in no-man's land as a small squad
- World War I trench warfare
- campaign-driven with strong storytelling
Comparison games
- Trench Raid (same title ecosystem)
Mechanics (from transcript analysis)
- campaign-linked missions — tense, longer missions with meaningful choices
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- D-Day at Omaha Beach is the king of my top soliter war games.
- This is a masterful game that combines all of those genres into amazing storytelling experience that is just so much fun to go through.
- The stories that the game generates are outstanding.
References (from this video)
No references stored for this video.
Video eTJ_3ppNj2E
Zilla Blitz Playthrough at 0:00 sentiment: positive
video_pk 29090 · mention_pk 298003
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- creates tense, knife-edge decision making through probabilistic events
- relatively quick to understand core mechanics and rules
- clear, narrativized depiction of WWI patrol dynamics and risk management
- education-like depth with plausible failure modes that feel fair
Cons
- heavy reliance on luck can feel punishing in longer campaigns
- some players may desire more explicit designer notes or archetype guidance for strategy
- certain event tiers can disproportionately amplify risk if mismanaged
Thematic elements
- Tactical patrol, risk management
- World War I trench warfare, no man's land
- procedural simulation with random events
Comparison games
none
Mechanics (from transcript analysis)
- Combat: Damage Based — Wounds affect dice pools and later combat prowess; severity determines impact and outcomes.
- damage and wound tracking — Wounds affect dice pools and later combat prowess; severity determines impact and outcomes.
- Dice Rolling — Players roll multiple dice to determine success on various actions (combat, movement, tension checks) and manage limited resources (luck, wounds).
- Dice-based action resolution — Players roll multiple dice to determine success on various actions (combat, movement, tension checks) and manage limited resources (luck, wounds).
- Event-driven progression — The game introduces random events at specified locations (craters, buildings, wire) that drive narrative twists and risk.
- Events — The game introduces random events at specified locations (craters, buildings, wire) that drive narrative twists and risk.
- Resource Management — Players balance limited luck tokens, equipment like wire cutters, and carrying capacity when deciding how to handle threats.
- resource management (luck, equipment, wire cutters) — Players balance limited luck tokens, equipment like wire cutters, and carrying capacity when deciding how to handle threats.
- tempting souvenirs / distraction mechanic — An in-game temptation where soldiers may pick up artifacts, incurring consequences governed by a command/discipline test.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Not a single casualty. We were extremely fortunate.
- The gods of war were shining upon us.
- Tempting souvenirs.
- We've cut the wire very easily. And we make it back to our trench lines.
- That was outstanding.
References (from this video)
No references stored for this video.
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Showing 1–3 of 3